Jump arc & gravity across games
Jump velocity, gravity, and variable-height windows that shape how a jump feels.
| Game | Value | Frames @60 | ms | Confidence |
|---|---|---|---|---|
| Celeste | Variable-jump hold window | 12 | 200 | high |
| Celeste | Ceiling variable-jump grace | 3 | 50 | high |
| Celeste | Gravity | — | — | high |
| Super Mario Bros. | Initial jump velocity | — | — | medium |
| Super Mario Bros. | Rising gravity (still/slow · full walk · full run) | — | — | medium |
| Super Mario Bros. | Falling gravity (still/slow · full walk · full run) | — | — | medium |
| Super Mario Bros. | Max fall speed | — | — | medium |
| Super Mario Odyssey | Single-jump height (speed < 3 u/frame) | — | — | medium |
| Super Mario Odyssey | Single-jump height (speed > 14 u/frame) | — | — | medium |
| Super Mario Odyssey | Running speed cap | — | — | medium |
| Super Meat Boy | Minimum jump (tap) | 6 | 100 | medium |
| Super Meat Boy | Jump release | — | — | medium |
| Super Meat Boy | Takeoff velocity / gravity | — | — | medium |
| Super Meat Boy | Air control | — | — | medium |